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Merge pull request #132 from StarCoreSE/TaitDevPlatform
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TaitKaito authored Jun 28, 2024
2 parents 72308e9 + c1ee92a commit 473846a
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Showing 67 changed files with 6,054 additions and 398 deletions.
2,287 changes: 2,287 additions & 0 deletions Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Particles/BigGunGoBoom.sbc

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2,288 changes: 2,288 additions & 0 deletions Weapon Mods/Development/TaitMod_Fletcher_Dev/Data/Particles/PdFireParticle.sbc

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Expand Up @@ -161,7 +161,7 @@ partial class Parts {
Graphics = new HardPointParticleDef {

Effect1 = new ParticleDef {
Name = "Muzzle_Flash_LargeCalibre", // Smoke_LargeGunShot
Name = "Tait_Big_Gun_Go_Boom", // Smoke_LargeGunShot
Color = Color(red: 1, green: 1, blue: 1, alpha: 1),
Offset = Vector(x: 0, y: 0, z: 0),

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Expand Up @@ -159,7 +159,7 @@ partial class Parts {
Graphics = new HardPointParticleDef {

Effect1 = new ParticleDef {
Name = "Muzzle_Flash_LargeCalibre", // Smoke_LargeGunShot
Name = "Tait_Big_Gun_Go_Boom", // Smoke_LargeGunShot
Color = Color(red: 1, green: 1, blue: 1, alpha: 1),
Offset = Vector(x: 0, y: 0, z: 0),

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Expand Up @@ -159,7 +159,7 @@ partial class Parts {
Graphics = new HardPointParticleDef {

Effect1 = new ParticleDef {
Name = "Muzzle_Flash_LargeCalibre", // Smoke_LargeGunShot
Name = "Tait_Big_Gun_Go_Boom", // Smoke_LargeGunShot
Color = Color(red: 1, green: 1, blue: 1, alpha: 1),
Offset = Vector(x: 0, y: 0, z: 0),

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Expand Up @@ -163,7 +163,7 @@ partial class Parts {
Graphics = new HardPointParticleDef {

Effect1 = new ParticleDef {
Name = "Muzzle_Flash_LargeCalibre", // Smoke_LargeGunShot
Name = "Tait_Big_Gun_Go_Boom", // Smoke_LargeGunShot
Color = Color(red: 1, green: 1, blue: 1, alpha: 1),
Offset = Vector(x: 0, y: 0, z: 0),

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Expand Up @@ -159,7 +159,7 @@ partial class Parts {
Graphics = new HardPointParticleDef {

Effect1 = new ParticleDef {
Name = "Muzzle_Flash_LargeCalibre", // Smoke_LargeGunShot
Name = "Tait_Big_Gun_Go_Boom", // Smoke_LargeGunShot
Color = Color(red: 1, green: 1, blue: 1, alpha: 1),
Offset = Vector(x: 0, y: 0, z: 0),

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Expand Up @@ -159,7 +159,7 @@ partial class Parts {
{
Effect1 = new ParticleDef
{
Name = "", // Smoke_LargeGunShot
Name = "Tait_PD_Flash", // Smoke_LargeGunShot
Color = Color(red: 15, green: 2, blue: 1, alpha: 0.8f),
Offset = Vector(x: 0, y: 0, z: 0),

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Expand Up @@ -65,7 +65,7 @@ partial class Parts {

Ui = new UiDef
{
RateOfFire = true, // Enables terminal slider for changing rate of fire.
RateOfFire = false, // Enables terminal slider for changing rate of fire.
DamageModifier = false, // Enables terminal slider for changing damage per shot.
ToggleGuidance = false, // Enables terminal option to disable smart projectile guidance.
EnableOverload = false, // Enables terminal option to turn on Overload; this allows energy weapons to double damage per shot, at the cost of quadrupled power draw and heat gain, and 2% self damage on overheat.
Expand Down Expand Up @@ -155,7 +155,7 @@ partial class Parts {
Graphics = new HardPointParticleDef
{
Effect1 = new ParticleDef {
Name = "", // Smoke_LargeGunShot
Name = "Tait_PD_Flash", // Smoke_LargeGunShot
Color = Color(red: 15, green: 2, blue: 1, alpha: 0.8f),
Offset = Vector(x: 0, y: 0, z: 0),

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Expand Up @@ -157,7 +157,7 @@ partial class Parts {
{
Effect1 = new ParticleDef
{
Name = "", // Smoke_LargeGunShot
Name = "Tait_PD_Flash", // Smoke_LargeGunShot
Color = Color(red: 15, green: 2, blue: 1, alpha: 0.8f),
Offset = Vector(x: 0, y: 0, z: 0),

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Expand Up @@ -78,7 +78,7 @@ partial class Parts {

Ui = new UiDef
{
RateOfFire = true, // Enables terminal slider for changing rate of fire.
RateOfFire = false, // Enables terminal slider for changing rate of fire.
DamageModifier = false, // Enables terminal slider for changing damage per shot.
ToggleGuidance = false, // Enables terminal option to disable smart projectile guidance.
EnableOverload = false, // Enables terminal option to turn on Overload; this allows energy weapons to double damage per shot, at the cost of quadrupled power draw and heat gain, and 2% self damage on overheat.
Expand Down Expand Up @@ -148,7 +148,7 @@ partial class Parts {
GiveUpAfter = false, // Whether the weapon should drop its current target and reacquire a new target after finishing its magazine or burst.
BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire.
DeterministicSpin = false, // Spin barrel position will always be relative to initial / starting positions (spin will not be as smooth).
SpinFree = true, // Spin barrel while not firing.
SpinFree = false, // Spin barrel while not firing.
StayCharged = false, // Will start recharging whenever power cap is not full.
MaxActiveProjectiles = 0, // Maximum number of projectiles in flight
MaxReloads = 0, // Maximum number of reloads in the LIFETIME of a weapon
Expand All @@ -169,7 +169,7 @@ partial class Parts {
{
Effect1 = new ParticleDef
{
Name = "", // Smoke_LargeGunShot
Name = "Tait_PD_Flash", // Smoke_LargeGunShot
Color = Color(red: 15, green: 2, blue: 1, alpha: 0.8f),
Offset = Vector(x: 0, y: 0, z: 0),

Expand Down Expand Up @@ -200,7 +200,7 @@ partial class Parts {
},
},
Ammos = new[] {
FAPomPomMag,FAPomPomShrap // Must list all primary, shrapnel, and pattern ammos.
FAPomPomMag // Must list all primary, shrapnel, and pattern ammos.
},
Animations = PomPomRecoil ,
//Upgrades = UpgradeModules,
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Expand Up @@ -156,7 +156,7 @@ partial class Parts {
Graphics = new HardPointParticleDef {

Effect1 = new ParticleDef {
Name = "", // Smoke_LargeGunShot
Name = "Tait_Stole_Muzzle_Medium", // Smoke_LargeGunShot
Color = Color(red: 1, green: 1, blue: 1, alpha: 1),
Offset = Vector(x: 0, y: 0, z: 0),

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Expand Up @@ -156,7 +156,7 @@ partial class Parts {
Graphics = new HardPointParticleDef {

Effect1 = new ParticleDef {
Name = "", // Smoke_LargeGunShot
Name = "Tait_Stole_Muzzle_Medium", // Smoke_LargeGunShot
Color = Color(red: 1, green: 1, blue: 1, alpha: 1),
Offset = Vector(x: 0, y: 0, z: 0),

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Expand Up @@ -156,7 +156,7 @@ partial class Parts {
Graphics = new HardPointParticleDef {

Effect1 = new ParticleDef {
Name = "", // Smoke_LargeGunShot
Name = "Tait_Stole_Muzzle_Medium", // Smoke_LargeGunShot
Color = Color(red: 1, green: 1, blue: 1, alpha: 1),
Offset = Vector(x: 0, y: 0, z: 0),

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Expand Up @@ -67,7 +67,7 @@ partial class Parts {

Ui = new UiDef
{
RateOfFire = true, // Enables terminal slider for changing rate of fire.
RateOfFire = false, // Enables terminal slider for changing rate of fire.
DamageModifier = false, // Enables terminal slider for changing damage per shot.
ToggleGuidance = false, // Enables terminal option to disable smart projectile guidance.
EnableOverload = false, // Enables terminal option to turn on Overload; this allows energy weapons to double damage per shot, at the cost of quadrupled power draw and heat gain, and 2% self damage on overheat.
Expand Down Expand Up @@ -157,7 +157,7 @@ partial class Parts {
Graphics = new HardPointParticleDef {

Effect1 = new ParticleDef {
Name = "", // Smoke_LargeGunShot
Name = "Tait_Stole_Muzzle_Medium", // Smoke_LargeGunShot
Color = Color(red: 1, green: 1, blue: 1, alpha: 1),
Offset = Vector(x: 0, y: 0, z: 0),

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Expand Up @@ -62,7 +62,7 @@ partial class Parts {

Ui = new UiDef
{
RateOfFire = true, // Enables terminal slider for changing rate of fire.
RateOfFire = false, // Enables terminal slider for changing rate of fire.
DamageModifier = false, // Enables terminal slider for changing damage per shot.
ToggleGuidance = false, // Enables terminal option to disable smart projectile guidance.
EnableOverload = false, // Enables terminal option to turn on Overload; this allows energy weapons to double damage per shot, at the cost of quadrupled power draw and heat gain, and 2% self damage on overheat.
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Expand Up @@ -70,7 +70,7 @@ partial class Parts {

Ui = new UiDef
{
RateOfFire = true, // Enables terminal slider for changing rate of fire.
RateOfFire = false, // Enables terminal slider for changing rate of fire.
DamageModifier = false, // Enables terminal slider for changing damage per shot.
ToggleGuidance = false, // Enables terminal option to disable smart projectile guidance.
EnableOverload = false, // Enables terminal option to turn on Overload; this allows energy weapons to double damage per shot, at the cost of quadrupled power draw and heat gain, and 2% self damage on overheat.
Expand Down Expand Up @@ -160,7 +160,7 @@ partial class Parts {
Graphics = new HardPointParticleDef {

Effect1 = new ParticleDef {
Name = "Muzzle_Flash_LargeCalibre", // Smoke_LargeGunShot
Name = "Tait_Stole_Muzzle_Medium", // Smoke_LargeGunShot
Color = Color(red: 1, green: 1, blue: 1, alpha: 1),
Offset = Vector(x: 0, y: 0, z: 0),

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14 changes: 13 additions & 1 deletion Weapon Mods/Development/TaitMod_Fletcher_Dev/README.txt
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Expand Up @@ -2,4 +2,16 @@ Tait's version of the Fletcher Armaments weaponcore version by Girax and Darkx
Permission has been given to use this by them within starcore

There are a few models of my own hand in there
The models and guns that are mine: 8 inch twin and quad, 5 inch quick fire, torpedo rack, 16 inch alternate model
The models and guns that are mine: 8 inch twin and quad, 5 inch quick fire, torpedo rack, 16 inch alternate model



General gun key:
105mm = Prinz Eugen
127mm = 5 inch gun suite aka Fletcher, Benson and Atlanta
152mm = Helena
380mm = Jean bart
381mm = Tirpitz
406mm = Iowa
508mm = Thunderer
25inchtorp = Neptune

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